OpenGLRenderer.h revision c1cd9ba335b293f11e1082447ef08e474710a05f
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef ANDROID_HWUI_OPENGL_RENDERER_H 18#define ANDROID_HWUI_OPENGL_RENDERER_H 19 20#include <GLES2/gl2.h> 21#include <GLES2/gl2ext.h> 22 23#include <SkBitmap.h> 24#include <SkMatrix.h> 25#include <SkPaint.h> 26#include <SkRegion.h> 27#include <SkShader.h> 28#include <SkXfermode.h> 29 30#include <utils/RefBase.h> 31#include <utils/Vector.h> 32 33#include "Debug.h" 34#include "Extensions.h" 35#include "Matrix.h" 36#include "Program.h" 37#include "Rect.h" 38#include "Snapshot.h" 39#include "Vertex.h" 40#include "SkiaShader.h" 41#include "SkiaColorFilter.h" 42#include "Caches.h" 43 44namespace android { 45namespace uirenderer { 46 47/////////////////////////////////////////////////////////////////////////////// 48// Renderer 49/////////////////////////////////////////////////////////////////////////////// 50 51class DisplayList; 52 53/** 54 * OpenGL renderer used to draw accelerated 2D graphics. The API is a 55 * simplified version of Skia's Canvas API. 56 */ 57class OpenGLRenderer { 58public: 59 OpenGLRenderer(); 60 virtual ~OpenGLRenderer(); 61 62 virtual void setViewport(int width, int height); 63 64 virtual void prepare(bool opaque); 65 virtual void finish(); 66 67 // These two calls must not be recorded in display lists 68 void interrupt(); 69 void resume(); 70 71 virtual void acquireContext(); 72 virtual void releaseContext(); 73 74 int getSaveCount() const; 75 virtual int save(int flags); 76 virtual void restore(); 77 virtual void restoreToCount(int saveCount); 78 79 virtual int saveLayer(float left, float top, float right, float bottom, 80 SkPaint* p, int flags); 81 virtual int saveLayerAlpha(float left, float top, float right, float bottom, 82 int alpha, int flags); 83 84 virtual void translate(float dx, float dy); 85 virtual void rotate(float degrees); 86 virtual void scale(float sx, float sy); 87 virtual void skew(float sx, float sy); 88 89 const float* getMatrix() const; 90 void getMatrix(SkMatrix* matrix); 91 virtual void setMatrix(SkMatrix* matrix); 92 virtual void concatMatrix(SkMatrix* matrix); 93 94 const Rect& getClipBounds(); 95 bool quickReject(float left, float top, float right, float bottom); 96 virtual bool clipRect(float left, float top, float right, float bottom, SkRegion::Op op); 97 98 virtual void drawDisplayList(DisplayList* displayList, uint32_t level = 0); 99 virtual void drawLayer(Layer* layer, float x, float y, SkPaint* paint); 100 virtual void drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint); 101 virtual void drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint); 102 virtual void drawBitmap(SkBitmap* bitmap, float srcLeft, float srcTop, 103 float srcRight, float srcBottom, float dstLeft, float dstTop, 104 float dstRight, float dstBottom, SkPaint* paint); 105 virtual void drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 106 float* vertices, int* colors, SkPaint* paint); 107 virtual void drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 108 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 109 float left, float top, float right, float bottom, SkPaint* paint); 110 virtual void drawColor(int color, SkXfermode::Mode mode); 111 virtual void drawRect(float left, float top, float right, float bottom, SkPaint* paint); 112 virtual void drawRoundRect(float left, float top, float right, float bottom, 113 float rx, float ry, SkPaint* paint); 114 virtual void drawCircle(float x, float y, float radius, SkPaint* paint); 115 virtual void drawOval(float left, float top, float right, float bottom, SkPaint* paint); 116 virtual void drawPath(SkPath* path, SkPaint* paint); 117 virtual void drawLines(float* points, int count, SkPaint* paint); 118 virtual void drawText(const char* text, int bytesCount, int count, float x, float y, 119 SkPaint* paint); 120 121 virtual void resetShader(); 122 virtual void setupShader(SkiaShader* shader); 123 124 virtual void resetColorFilter(); 125 virtual void setupColorFilter(SkiaColorFilter* filter); 126 127 virtual void resetShadow(); 128 virtual void setupShadow(float radius, float dx, float dy, int color); 129 130protected: 131 /** 132 * Compose the layer defined in the current snapshot with the layer 133 * defined by the previous snapshot. 134 * 135 * The current snapshot *must* be a layer (flag kFlagIsLayer set.) 136 * 137 * @param curent The current snapshot containing the layer to compose 138 * @param previous The previous snapshot to compose the current layer with 139 */ 140 virtual void composeLayer(sp<Snapshot> current, sp<Snapshot> previous); 141 142 /** 143 * Marks the specified region as dirty at the specified bounds. 144 */ 145 void dirtyLayerUnchecked(Rect& bounds, Region* region); 146 147 /** 148 * Returns the current snapshot. 149 */ 150 sp<Snapshot> getSnapshot() { 151 return mSnapshot; 152 } 153 154 /** 155 * Returns the region of the current layer. 156 */ 157 virtual Region* getRegion() { 158 return mSnapshot->region; 159 } 160 161 /** 162 * Indicates whether rendering is currently targeted at a layer. 163 */ 164 virtual bool hasLayer() { 165 return (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 166 } 167 168 /** 169 * Returns the name of the FBO this renderer is rendering into. 170 */ 171 virtual GLint getTargetFbo() { 172 return 0; 173 } 174 175private: 176 /** 177 * Saves the current state of the renderer as a new snapshot. 178 * The new snapshot is saved in mSnapshot and the previous snapshot 179 * is linked from mSnapshot->previous. 180 * 181 * @param flags The save flags; see SkCanvas for more information 182 * 183 * @return The new save count. This value can be passed to #restoreToCount() 184 */ 185 int saveSnapshot(int flags); 186 187 /** 188 * Restores the current snapshot; mSnapshot becomes mSnapshot->previous. 189 * 190 * @return True if the clip was modified. 191 */ 192 bool restoreSnapshot(); 193 194 /** 195 * Sets the clipping rectangle using glScissor. The clip is defined by 196 * the current snapshot's clipRect member. 197 */ 198 void setScissorFromClip(); 199 200 /** 201 * Creates a new layer stored in the specified snapshot. 202 * 203 * @param snapshot The snapshot associated with the new layer 204 * @param left The left coordinate of the layer 205 * @param top The top coordinate of the layer 206 * @param right The right coordinate of the layer 207 * @param bottom The bottom coordinate of the layer 208 * @param alpha The translucency of the layer 209 * @param mode The blending mode of the layer 210 * @param flags The layer save flags 211 * @param previousFbo The name of the current framebuffer 212 * 213 * @return True if the layer was successfully created, false otherwise 214 */ 215 bool createLayer(sp<Snapshot> snapshot, float left, float top, float right, float bottom, 216 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo); 217 218 /** 219 * Creates a new layer stored in the specified snapshot as an FBO. 220 * 221 * @param layer The layer to store as an FBO 222 * @param snapshot The snapshot associated with the new layer 223 * @param bounds The bounds of the layer 224 * @param previousFbo The name of the current framebuffer 225 */ 226 bool createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 227 GLuint previousFbo); 228 229 /** 230 * Compose the specified layer as a region. 231 * 232 * @param layer The layer to compose 233 * @param rect The layer's bounds 234 */ 235 void composeLayerRegion(Layer* layer, const Rect& rect); 236 237 /** 238 * Compose the specified layer as a simple rectangle. 239 * 240 * @param layer The layer to compose 241 * @param rect The layer's bounds 242 * @param swap If true, the source and destination are swapped 243 */ 244 void composeLayerRect(Layer* layer, const Rect& rect, bool swap = false); 245 246 /** 247 * Clears all the regions corresponding to the current list of layers. 248 * This method MUST be invoked before any drawing operation. 249 */ 250 void clearLayerRegions(); 251 252 /** 253 * Mark the layer as dirty at the specified coordinates. The coordinates 254 * are transformed with the supplied matrix. 255 */ 256 void dirtyLayer(const float left, const float top, 257 const float right, const float bottom, const mat4 transform); 258 259 /** 260 * Mark the layer as dirty at the specified coordinates. 261 */ 262 void dirtyLayer(const float left, const float top, 263 const float right, const float bottom); 264 265 /** 266 * Draws a colored rectangle with the specified color. The specified coordinates 267 * are transformed by the current snapshot's transform matrix. 268 * 269 * @param left The left coordinate of the rectangle 270 * @param top The top coordinate of the rectangle 271 * @param right The right coordinate of the rectangle 272 * @param bottom The bottom coordinate of the rectangle 273 * @param color The rectangle's ARGB color, defined as a packed 32 bits word 274 * @param mode The Skia xfermode to use 275 * @param ignoreTransform True if the current transform should be ignored 276 * @param ignoreBlending True if the blending is set by the caller 277 */ 278 void drawColorRect(float left, float top, float right, float bottom, 279 int color, SkXfermode::Mode mode, bool ignoreTransform = false); 280 281 void drawShape(float left, float top, const PathTexture* texture, SkPaint* paint); 282 void drawRectAsShape(float left, float top, float right, float bottom, SkPaint* p); 283 284 /** 285 * Draws a textured rectangle with the specified texture. The specified coordinates 286 * are transformed by the current snapshot's transform matrix. 287 * 288 * @param left The left coordinate of the rectangle 289 * @param top The top coordinate of the rectangle 290 * @param right The right coordinate of the rectangle 291 * @param bottom The bottom coordinate of the rectangle 292 * @param texture The texture name to map onto the rectangle 293 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 294 * @param mode The blending mode 295 * @param blend True if the texture contains an alpha channel 296 */ 297 void drawTextureRect(float left, float top, float right, float bottom, GLuint texture, 298 float alpha, SkXfermode::Mode mode, bool blend); 299 300 /** 301 * Draws a textured rectangle with the specified texture. The specified coordinates 302 * are transformed by the current snapshot's transform matrix. 303 * 304 * @param left The left coordinate of the rectangle 305 * @param top The top coordinate of the rectangle 306 * @param right The right coordinate of the rectangle 307 * @param bottom The bottom coordinate of the rectangle 308 * @param texture The texture to use 309 * @param paint The paint containing the alpha, blending mode, etc. 310 */ 311 void drawTextureRect(float left, float top, float right, float bottom, 312 Texture* texture, SkPaint* paint); 313 314 /** 315 * Draws a textured mesh with the specified texture. If the indices are omitted, 316 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a 317 * VBO is bound. 318 * 319 * @param left The left coordinate of the rectangle 320 * @param top The top coordinate of the rectangle 321 * @param right The right coordinate of the rectangle 322 * @param bottom The bottom coordinate of the rectangle 323 * @param texture The texture name to map onto the rectangle 324 * @param alpha An additional translucency parameter, between 0.0f and 1.0f 325 * @param mode The blending mode 326 * @param blend True if the texture contains an alpha channel 327 * @param vertices The vertices that define the mesh 328 * @param texCoords The texture coordinates of each vertex 329 * @param elementsCount The number of elements in the mesh, required by indices 330 * @param swapSrcDst Whether or not the src and dst blending operations should be swapped 331 * @param ignoreTransform True if the current transform should be ignored 332 * @param vbo The VBO used to draw the mesh 333 * @param ignoreScale True if the model view matrix should not be scaled 334 * @param dirty True if calling this method should dirty the current layer 335 */ 336 void drawTextureMesh(float left, float top, float right, float bottom, GLuint texture, 337 float alpha, SkXfermode::Mode mode, bool blend, 338 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 339 bool swapSrcDst = false, bool ignoreTransform = false, GLuint vbo = 0, 340 bool ignoreScale = false, bool dirty = true); 341 342 /** 343 * Draws text underline and strike-through if needed. 344 * 345 * @param text The text to decor 346 * @param bytesCount The number of bytes in the text 347 * @param length The length in pixels of the text, can be <= 0.0f to force a measurement 348 * @param x The x coordinate where the text will be drawn 349 * @param y The y coordinate where the text will be drawn 350 * @param paint The paint to draw the text with 351 */ 352 void drawTextDecorations(const char* text, int bytesCount, float length, 353 float x, float y, SkPaint* paint); 354 355 void drawPathTexture(const PathTexture* texture, float x, float y, SkPaint* paint); 356 357 /** 358 * Resets the texture coordinates stored in mMeshVertices. Setting the values 359 * back to default is achieved by calling: 360 * 361 * resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 362 * 363 * @param u1 The left coordinate of the texture 364 * @param v1 The bottom coordinate of the texture 365 * @param u2 The right coordinate of the texture 366 * @param v2 The top coordinate of the texture 367 */ 368 void resetDrawTextureTexCoords(float u1, float v1, float u2, float v2); 369 370 /** 371 * Gets the alpha and xfermode out of a paint object. If the paint is null 372 * alpha will be 255 and the xfermode will be SRC_OVER. 373 * 374 * @param paint The paint to extract values from 375 * @param alpha Where to store the resulting alpha 376 * @param mode Where to store the resulting xfermode 377 */ 378 inline void getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode); 379 380 /** 381 * Binds the specified texture. The texture unit must have been selected 382 * prior to calling this method. 383 */ 384 inline void bindTexture(GLuint texture) { 385 glBindTexture(GL_TEXTURE_2D, texture); 386 } 387 388 /** 389 * Sets the wrap modes for the specified texture. The wrap modes are modified 390 * only when needed. 391 */ 392 inline void setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT); 393 394 /** 395 * Enable or disable blending as necessary. This function sets the appropriate 396 * blend function based on the specified xfermode. 397 */ 398 inline void chooseBlending(bool blend, SkXfermode::Mode mode, ProgramDescription& description, 399 bool swapSrcDst = false); 400 401 /** 402 * Safely retrieves the mode from the specified xfermode. If the specified 403 * xfermode is null, the mode is assumed to be SkXfermode::kSrcOver_Mode. 404 */ 405 inline SkXfermode::Mode getXfermode(SkXfermode* mode); 406 407 /** 408 * Use the specified program with the current GL context. If the program is already 409 * in use, it will not be bound again. If it is not in use, the current program is 410 * marked unused and the specified program becomes used and becomes the new 411 * current program. 412 * 413 * @param program The program to use 414 * 415 * @return true If the specified program was already in use, false otherwise. 416 */ 417 inline bool useProgram(Program* program); 418 419 /** 420 * Invoked before any drawing operation. This sets required state. 421 */ 422 void setupDraw(); 423 /** 424 * Various methods to setup OpenGL rendering. 425 */ 426 void setupDrawWithTexture(bool isAlpha8 = false); 427 void setupDrawColor(int color); 428 void setupDrawColor(int color, int alpha); 429 void setupDrawColor(float r, float g, float b, float a); 430 void setupDrawAlpha8Color(int color, int alpha); 431 void setupDrawAlpha8Color(float r, float g, float b, float a); 432 void setupDrawShader(); 433 void setupDrawColorFilter(); 434 void setupDrawBlending(SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode, 435 bool swapSrcDst = false); 436 void setupDrawBlending(bool blend = true, SkXfermode::Mode mode = SkXfermode::kSrcOver_Mode, 437 bool swapSrcDst = false); 438 void setupDrawProgram(); 439 void setupDrawDirtyRegionsDisabled(); 440 void setupDrawModelViewIdentity(); 441 void setupDrawModelView(float left, float top, float right, float bottom, 442 bool ignoreTransform = false, bool ignoreModelView = false); 443 void setupDrawModelViewTranslate(float left, float top, float right, float bottom, 444 bool ignoreTransform = false); 445 void setupDrawColorUniforms(); 446 void setupDrawPureColorUniforms(); 447 void setupDrawShaderIdentityUniforms(); 448 void setupDrawShaderUniforms(bool ignoreTransform = false); 449 void setupDrawColorFilterUniforms(); 450 void setupDrawSimpleMesh(); 451 void setupDrawTexture(GLuint texture); 452 void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0); 453 void finishDrawTexture(); 454 455 /** 456 * Should be invoked every time the glScissor is modified. 457 */ 458 inline void dirtyClip() { 459 mDirtyClip = true; 460 } 461 462 // Dimensions of the drawing surface 463 int mWidth, mHeight; 464 465 // Matrix used for ortho projection in shaders 466 mat4 mOrthoMatrix; 467 468 // Model-view matrix used to position/size objects 469 mat4 mModelView; 470 471 // Number of saved states 472 int mSaveCount; 473 // Base state 474 sp<Snapshot> mFirstSnapshot; 475 // Current state 476 sp<Snapshot> mSnapshot; 477 478 // Shaders 479 SkiaShader* mShader; 480 481 // Color filters 482 SkiaColorFilter* mColorFilter; 483 484 // Used to draw textured quads 485 TextureVertex mMeshVertices[4]; 486 487 // Drop shadow 488 bool mHasShadow; 489 float mShadowRadius; 490 float mShadowDx; 491 float mShadowDy; 492 int mShadowColor; 493 494 // Various caches 495 Caches& mCaches; 496 497 // List of rectangles to clear due to calls to saveLayer() 498 Vector<Rect*> mLayers; 499 500 // Indentity matrix 501 const mat4 mIdentity; 502 503 // Indicates whether the clip must be restored 504 bool mDirtyClip; 505 506 // The following fields are used to setup drawing 507 // Used to describe the shaders to generate 508 ProgramDescription mDescription; 509 // Color description 510 bool mColorSet; 511 float mColorA, mColorR, mColorG, mColorB; 512 // Indicates that the shader should get a color 513 bool mSetShaderColor; 514 // Current texture unit 515 GLuint mTextureUnit; 516 // Track dirty regions, true by default 517 bool mTrackDirtyRegions; 518 // Texture coordinates slot 519 int mTexCoordsSlot; 520 521 friend class DisplayListRenderer; 522 523}; // class OpenGLRenderer 524 525}; // namespace uirenderer 526}; // namespace android 527 528#endif // ANDROID_HWUI_OPENGL_RENDERER_H 529